official page for Prisma Forge we make games Links: Youtube Tumblr

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@prisma-forge
official page for Prisma Forge we make games Links: Youtube Tumblr
Devlog 4
honestly, this has been a month of many small things so im going to run down them in a neat compiled list, as not much new is to announce
new look, we switched over to a consice name an idea as a group
a web presence, a website is in the works, among other things which will be revealed as they are completed
battles, preperations for battles are underway
sprites and models, assets are difficult work, but they are being made
decorations, grass, bushes, trees and more have been made
writing, chapter 2 has been mostly written, and a general idea exists for all 9 chapters
cutscenes, player driven cutscenes are now in the works
sorry this one isnt as nice this month, school has started up fully, and has sapped most of my time this month
After a lot of work and some effort, we have the unfortunate news to announce
we here at "this blog" have rebranded under a new title "Prisma Forge"
we apologize for any inconvenience this may have caused
please excuse the occasional off topic post while i struggle to learn that i need to check which blog i’m reblogging to
a very knowledgeable goo
little ink blob animations while working on @colorshift-game or whatever
la criatura
blender is still very hard to use
DEVLOG 3
The last month has been relitively fast paced ive started work on a webpage for colorshift and a lot of development has begun on some more systems a more fleshed out visual system has been made, meaning the visual bug left over from last devlog has been solved, meaning motley can now stand behind things.
we also implemented partners, who will follow you around and assist you on your journey
we've also begun work on a battle system, however, its still in very early stages of development cutscenes have also been built into the dialogue system, which should allow for a cleaner development process
we've also made some better items and props for the prologue, which may be starting to be worked on sometime soon
weve also built: controller support, story nodes, various debug features you may or may not get to play with, saving and loading the game, various compatibility and rendering optimizations, and many more
finaly, weve been thinking of what we will call ourselves, and very soon we will be able to announce it to yall
homunculus
dont talk to me or my child ever again
realized it’s been a while since i shared anything
here
i’ve got something cooking for an upcoming log
hey look its a demo
i wouldnt honestly call this a demo, however, i do need to collect data on performance, and figured here would be a good way to do this attached is a google drive link to windows builds of colorshift in the debug menu (accessed via the `/~ key [to the left of the 1 key on most QWERTY keyboards]) is a button labled "copy debug info to clipboard" if you could please press that, and dm the output (in clipboard, and also console if your running with console enabled) along with a screenshot of the game running to our dms this should allow us to note any graphical and performance issues early in development thank you very much
DEVLOG 2
hey yall developer here yet again to provide 3 months worth of updates so this devlog will be a recap of development up to this point so
(btw, more info will be in an image's alt text)
7 years ago, i had an idea for a game at the time, minecraft adventure maps were still somewhat popular, and i thought "imagine if no color, but as player progresses, color is unlocked" (or something like that, i obviously dont remember)
anyway 3 months ago i played the minecraft skyfactory 5 modpack (play it its quite good) and remembered the idea (its very similar), https://www.curseforge.com/minecraft/modpacks/skyfactory-5 i was learning how to code at the time, and decided, "hey, i know how to code now, i could probably make that idea i had"
about a week later, i had a vague sense of what i wanted to do, and had started to recreate the selective color effect in godot
i did this by defining a set of "refrence colors" in rgb colorspace, then defining regions of color by finding the closest refrence point to any given point i eventualy gave up on this technique, as after some math, i figured the technique would require precomputing lots of data,
i eventualy looked into the shader code from the modpack, and was able to implement it (although with some errors)
i also designed the games main protagonist
however later comments caused me to redesign them to be more distinct from the generic "shadowed wizard"
originaly, we were going to use 3d models for animations, making use of various image planes being animated like a paper doll this was scrapped for many reasons (mainly having to animate everything twice), however, a test animation was made
about here was when i drew some early concept art this is also about when @wackarat and i designed the main boss for the game the jester along with various others
afterwards, one of the developers invited a friend of theirs to help write, and they designed bathyal, along with giving the wizard the name of motley
it was also about now that we made room transitions, along with some basic zones for camera movement and damage
i also decided fully on a visual style to go for, one roughly inspired from the 5th generation of consoles
we also got saving the game and players data to disc working
along with the first in world item, a pink cube
finaly, we got animations for the player working
afterwards, i took a short break,
roughly a week later, the first npc was made
along with the first performance testing, which didnt go well
npcs were later cleaned up, allowing for longer dialogue trees, and sound effects
i also implemented an idea that was had by the other dev where the player and certain objects would allways be in color, even when everything else is colorless, this broke rendering (and it remains broken while i figure out how to fix it)
i also reimplemented the menu system i had made for @rewrite-our-narrative, as the code was quite effecient, and very nice (though the menu is still being made, and isnt much to look at) this was about when i went on a short hiatus, as artfight and summer classes had started, and i was unable to work on the game
i did eventualy come back to development, and with a new drive, i made the first object a tree, made in blender
not long after, i made the first room
along with the first debug menu, allowing for warping around rooms, and saving/loading the game
and thats it so far, some of these developments may get their own spotlights later, but for now, that should be all Whats next: if i can manage it, music, however, most likely, ui and stress testing, classes are starting soon and i wont have as much time to program anymore
devlog 2 tomorrow devlog 3 may be about systems i dont know yet
starting to get unnecessarily good at drawing in ms paint
this stuff makes no sense